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03-06-10, 06:05 AM | #1 | |
Captain
Join Date: Mar 2007
Location: Bucharest, Romania
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Quote:
* The menu editor is started after setting MenuEditor=Yes and clicking on sh5.exe. You'll be asked if you want to start the Menu Editor. That's the (only) way it works. You can change the behavior (the script) while the game is running.
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Kilroy was here |
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03-06-10, 06:09 AM | #2 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
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so, whats the goblin editor for? changing animations? link animations to certain situations? changing the 3d model (this doesnt work, i think)?...i tried to deal with this editor for some hours and still havent learned what it was designed for...
please leave some thoughts on that! thanks.
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03-06-10, 06:28 AM | #3 | |
The Old Man
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However I'm getting an error in Granny when I try to merge *.prt files (I got the following when merging the ROOM_CT.prt file: Then the editor exits. @Jimimadrid: as m_maerean said, open the game in Windowed mode. For me it worked at a resolution of 1024*768. |
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03-06-10, 06:33 AM | #4 |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
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[TEC] Particles.dat with preview in Goblin?
is it possibe, to edit the particles.dat with a preview in goblin? this would be much easier, than editing it in s3d and trying it in the game...
i already tried to load it into goblin, but it says there are actors missing...dlls. where can i find them and what is meant with actors? and i see no preview of the different effects in the window of goblin. it simply does not work anything with the particles.dat in goblin. it just shows it file structure. @kara i also had this exit due to writing in protected memory.
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03-06-10, 07:21 AM | #5 | |
The Old Man
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03-07-10, 06:22 AM | #6 | |
Captain
Join Date: Mar 2007
Location: Bucharest, Romania
Posts: 529
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This is from a technical PM. I encourage you ask your questions on the forum, rather than on PMs because
1. the others will also see the answer and may benefit from it 2. it's a better use of my time, because people have similar questions so I don't have to write the same answer multiple times. Plus I may forget some details on the 3rd time I answer the same question. And I can answer more distinct questions in the same time rather than answering the same questions over and over. 3. I have subscribed to this thread so I receive emails when you ask something. So it's just like a PM, only better Quote:
* Please stop changing the ini files by hand. That was the only way to create UI mods for SH4. Now we have given you the Menu Editor. Use it. * the colors use the RGBA format * matflags: 1 for transparency and 8 for bilinear filtering * MatFlags=0x29 is 0x20 + 0x08 + 0x01. I don't know by heart what 0x20 means, i'll have to look into the DirectX headers. But it's not a value you normally encounter. * menus use a system that resembles the CSS used in web development, e.g. you create a set of appearance properties (specific for texts, buttons, listboxes) and apply that style for any number of menu items. So StatesColors should usualy be set by means of style sheets (from the Menu Editor). As a bonus, style sheets can be changes while the game is running (very useful for list-boxes that only get filled with content at run-time, e.g. the Combat Log in the bottom right corner of the HUD). The style sheets themselves are stored in the Silent Hunter 5\data\Menu\StyleSheets\German.shss file. * the FocusableMenuItem (button, check box, radio button) has 4 states: Disabled, Normal, Mouse Over, Pressed. So those are the colors for the 4 states. * Drag, BmpState, NeedFocus, SelOne - were used in SH3 and are now obsolete (and hard-coded). The SH5 way is to use python scripting to implement your design (good examples can be found in scripts we wrote for the HUD, Navigation map and the Character dialog (the big .py files in data\Scripts\Menu)). * While on patrol, open the script manager and click on a script from the tree on the left. Do your changes to the script code you see on the right and press the ApplyChanges button. That's it. * There's a button called ViewGlobals to let you see the variables that the script is working with and see the exposed properties for those variables. * The script manager has some useful features like text-auto-complete, jump-to-function-definition, find-text and go-to-line-number. * Also, there's a tab called Class Definitions to see all the classes exported to the python scripts containing the inheritance tree, description, nested types, properties, methods and events. Mihai
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Kilroy was here Last edited by maerean_m; 03-07-10 at 09:06 AM. Reason: spelling |
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03-07-10, 10:09 AM | #7 |
Commodore
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Thanks for all your help maerean_m, I have a few questions on crew scripting.
1. Can the in-game script manager be used for crew scripts? I looked through it briefly, but didn't see anything I recognized. 2. For Wp:IsCharacterPosture(x) values are A,B,C, etc. What do these represent? 3. I can't get Wp:IsCrewState(B_STATIONS) to ever return true. Setting battle stations in the game doesn't seem to set the trigger. 4. Looking thru animation_info.txt, it appears I should be able to offset an animation. Is that correct? Nothing happens when I add an entry to it. Thanks!
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information Last edited by Heretic; 03-07-10 at 02:04 PM. |
03-08-10, 05:33 AM | #8 |
Swabbie
Join Date: Mar 2010
Location: Germany
Posts: 10
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hey guys,
maybe i'm just blind but.. i don't find a script console or script debugging stuff. i found a "Console" key in Commands.cfg but that doesn't work.. so now i need a way to debug some python stuff. any hints? |
03-08-10, 01:04 PM | #9 | |
Black Magic
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I'm having problems placing items where I want them with the editor. I fire up the editor, move the item on the screen to the location I want and press save changes. Now in the editor it's placed exactly where I want it. But when I fire up the game to check the change the item isn't where it's supposed to be. What gives? Can the tools be made independent of the game launcher? I need to be able to test changes NOW, not when Ubi finally decides to get their servers working again. So far today I haven't been able to do anything with any of my mods because I can't access the game due to 'you need an internet connection' or 'invalid username/password' or whatever other reason. This is beyond absurd and totally unacceptable. Last edited by TheDarkWraith; 03-08-10 at 02:44 PM. |
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03-08-10, 06:49 PM | #10 |
Helmsman
Join Date: Apr 2005
Posts: 105
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Has anyone figured out how the waypoint editor in the goblin editor works?
The textboxes are all empty after loading GR2s, even merged ones that contain waypoint info. |
04-02-10, 04:40 PM | #11 | |
sim2reality
Join Date: Jun 2007
Location: AM 82
Posts: 2,280
Downloads: 258
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Quote:
I've created a 112x60 .dds file with 2 states for the switch (On and Off) Now in the menu editor I add the Control type Ckeckbox. Point it at the File above and it shows up as Tex Dim 112/60 ok. I select then crop size in the Selected item dialog box as DX:60, DY:60. I then set the start coordinates as X:1, Y:1 and this is what I get my graphics are cut nearly in half with No stretch selected. What is going on I have tried every value in the Tex Crop and still can not get the switch to display fully. If I copy an existing Ckeckbox e.g. the AutoUpdate Ckeckbox for Auto/Manual switching and paste it in - it displays ok. But if I recreate that Ckeckbox using exactly the same dimensions it displays in the Menu Editor, It gets cut up like my switch. Somethings not working right In the Menu Editor when you create New Checkboxs. Is there a way around this. |
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03-08-10, 02:58 PM | #12 |
Rear Admiral
Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
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Any tutorial for the mission editor ?
Can we edit the nodes How about editing the node startpoints like Kiel where I guess you need to add the names of new groups for them to work Thanx in advance |
03-08-10, 06:15 AM | #13 | ||
Ocean Warrior
Join Date: Jan 2008
Posts: 2,909
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Quote:
http://www.subsim.com/radioroom/show...4&postcount=33 From that post: Quote:
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03-09-10, 02:33 AM | #14 | |
Sea Lord
Join Date: Mar 2005
Location: Deep down in Germany
Posts: 1,969
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Quote:
take a look here: http://www.subsim.com/radioroom/show...00&postcount=5
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03-09-10, 04:07 PM | #15 |
Commodore
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I found this documentation on using various tools to edit GR2 files. I know very little about 3d modeling, so I don't know how much of this is of any use. I thought I'd post it here so that more knowledgable folks can provide some input as to it's usefullness.
http://gr2decode.altervista.org/docs.html also this one http://aoe3.heavengames.com/cgi-bin/...f=14,36458,,10
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- heretic I enjoy drinking beer. MightyFine Crew Mod 1.2.1 - Updated 22 March MightyFine Less Annoying Footsteps Crew AI Scripting Information |
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